From: Brian P. <br...@va...> - 2000-10-04 14:54:26
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Klaus Niederkrueger wrote: > > Hi, > > There seems to be a bug in the depth-buffer code. That looks very strong like an rounding-error or something. On > http://www.math.leidenuniv.nl/~klaus/bug.jpg > you can see a screenshot I made. With Mesa-3.2 it looks o.k. > > The error was produced by using Crystal-space. I believe it works like this (but I'm not sure): The walls are drawn with activated z-Buffer (but without z-Buffer testing) and afterwards objects are drawn with z-Buffer-test activated. I'm assuming that you're using software rendering (Xlib driver). When I've seen this sort of thing before it usually caused by using "bad" near/far clip plane positions. What are your arguments to glFrustum? If the ratio of far:near is greater than 1000 you should adjust the values. Also, you could check the depth of your Z buffer with glGetIntegerv(GL_DEPTH_BITS, &bits). I'd expect it to be 16 bits, but maybe it's not. -Brian |